Level
2nd
Casting Time
1 Bonus Action
Range/Area
60 ft.
Components
V
Duration
Concentration
1 Minute
School
Illusion
Attack/Save
INT Save
Damage/Effect
Psychic
You attempt to implant distractions in the mind of a creature. One creature you can see within range that is concentrating on a spell must make an Intelligence saving throw. On a failed save, for the duration of the spell, the target takes 2d4 psychic damage at the start of each of its turns and makes Constitution saving throws to avoid losing concentration with disadvantage. This spell ends early if the target is no longer concentrating on a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 1st.
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